Node Types
Learn about the functions and usage of various nodes in the script editor
Plotti provides six node types, each with specific functions.
Node Types Overview
| Node | Main Function |
|---|---|
| Start Node | Script entry point |
| Story Node | Display text and images |
| Choice Node | Provide multiple options |
| Condition Node | Single condition check |
| Conditional Branch Node | Multi-condition logic |
| Interaction Node | Character dialogue |
Start Node
Where you set up the cover and opening image.
Story Node
Basic Information
- Function: Display text content and images for narrating story plot
- Trigger: Player clicks continue after reading, automatically enters next node
Editing Story Node
Click the node to open the editor:
Content Block Types
| Type | Description |
|---|---|
| Text Block | Story text content |
| Image Block | Scene image or character art |
Adding Content Blocks
- Click the "Add Content" button
- Select "Text" or "Image"
- Enter text or upload image
Usage Tips
- Split long text into multiple content blocks for better reading experience
- Use images appropriately to enhance immersion
- Each node focuses on one scene or plot point
Choice Node
Basic Information
- Function: Provide multiple options for players to actively choose story direction
- Trigger: Player clicks an option to jump to corresponding node
Editing Choice Node
Click the node to open the editor:
Configuration
| Field | Description |
|---|---|
| Prompt Text | Description text above options (optional) |
| Option List | Multiple choices |
Option Configuration
Each option contains:
| Field | Description |
|---|---|
| Option Content | Text displayed to player |
| Next Node | Target node after selection |
| State Update | State changes triggered (optional) |
Connection Method
- Connect nodes first: Drag connections from choice node to multiple target nodes
- Then configure options: Assign target nodes for each option in the editor
State Updates
Each option can trigger state changes:
| Type | Description | Example |
|---|---|---|
| Affection Change | Modify character affection | Sakura affection +10 |
| Item Change | Add or remove items | Obtain "Mysterious Key" |
| Player Status | Modify player attributes | Update player name |
Condition Node
Basic Information
- Function: Automatically select subsequent path based on current game state
- Trigger: System auto-judges, no player operation needed
Editing Condition Node
Click the node to open the editor:
Supported Condition Types
| Type | Description | Example |
|---|---|---|
| Item Detection | Check if item is held | Has "Key" |
| Affection Detection | Check character affection | Sakura affection ≥ 50 |
Condition Configuration
Each condition contains:
| Field | Description |
|---|---|
| Condition Type | Item or affection |
| Target Object | Specific item or character |
| Comparison | ≥, ≤, =, >, < |
| Target Value | Value to compare |
| Jump When Met | Target node when condition met |
Default Path
If no condition is met, goes to the default connected node.
Use Cases
- Check if player obtained key item
- Enter different plots based on affection
- Implement simple branching logic
Conditional Branch Node
Basic Information
- Function: Support complex multi-condition logic
- Difference from Condition Node: Can combine multiple conditions
Editing Conditional Branch Node
Comparison with Condition Node
| Feature | Condition Node | Conditional Branch Node |
|---|---|---|
| Condition Count | Single condition | Multiple conditions |
| Logic Relation | None | Supports AND/OR |
| Branch Count | 2 (met/not met) | Multiple |
| Complexity | Simple | Complex |
Configuring Branches
- Add Branch: Each branch represents a condition combination
- Set Conditions: Add multiple conditions to branch, connect with AND/OR
- Specify Target: Set node to jump to when conditions met
- Default Branch: Jump target when no conditions are met
Example
Branch 1 (AND logic):
- Has "Key" AND Sakura affection ≥ 50
- Jump: Enter secret room
Branch 2:
- Has "Key"
- Jump: Wait at door
Default:
- Jump: Cannot enter
Interaction Node
Basic Information
- Function: Plotti's core feature, providing dynamic dialogue with characters
- Feature: Supports mix of free dialogue and preset options
Introduction
Interaction Node is Plotti's most powerful feature, allowing creation of complex dialogue trees including:
- Fixed options (manual options)
- Free dialogue (Agent options)
- State triggers and updates
Due to rich functionality, we cover Interaction Node in detail on a separate page.
View Interaction Node Tutorial →
Adding Nodes
Method 1: Left Sidebar
Click buttons in the "Add Node" section of the left sidebar, nodes will be added to canvas center.
Method 2: Node Menu
Click the menu button at the top right of an existing node, select "Add Node After".
Connecting Nodes
Creating Connections
- Move mouse to the connection point at bottom of source node
- Hold and drag to the top of target node
- Release mouse to complete connection
Deleting Connections
- Click to select the connection line
- Press
DeleteorBackspacekey
Connection Rules
| Rule | Description |
|---|---|
| Direction | Only from bottom to top |
| Self-connection | Cannot connect node to itself |
| Multi-input | A node can have multiple inputs |
| Multi-output | A node can have multiple outputs |
Deleting Nodes
- Click to select node
- Press
DeleteorBackspacekey - Confirm deletion
Note: Start node cannot be deleted.
Next Steps
- Interaction Node Guide - Deep dive into dialogue features
- Canvas Operations - Learn more canvas operation tips